tengri/Content/Movement/Components/AC_Movement.ts

1120 lines
44 KiB
TypeScript

// Movement/Components/AC_Movement.ts
import type { AC_DebugHUD } from '#root/Debug/Components/AC_DebugHUD.ts';
import { BFL_Vectors } from '#root/Math/Libraries/BFL_Vectors.ts';
import { E_MovementState } from '#root/Movement/Enums/E_MovementState.ts';
import { E_SurfaceType } from '#root/Movement/Enums/E_SurfaceType.ts';
import { S_AngleThresholds } from '#root/Movement/Structs/S_AngleThresholds.ts';
import { ActorComponent } from '#root/UE/ActorComponent.ts';
import type { CapsuleComponent } from '#root/UE/CapsuleComponent.ts';
import { EDrawDebugTrace } from '#root/UE/EDrawDebugTrace.ts';
import { ETraceTypeQuery } from '#root/UE/ETraceTypeQuery.ts';
import type { Float } from '#root/UE/Float.ts';
import { HitResult } from '#root/UE/HitResult.ts';
import type { Integer } from '#root/UE/Integer.ts';
import { MathLibrary } from '#root/UE/MathLibrary.ts';
import { Rotator } from '#root/UE/Rotator.ts';
import { StringLibrary } from '#root/UE/StringLibrary.ts';
import { SystemLibrary } from '#root/UE/SystemLibrary.ts';
import { Vector } from '#root/UE/Vector.ts';
/**
* Movement System Component
* Core deterministic movement system for 3D platformer
* Handles surface classification and movement physics calculations
*/
export class AC_Movement extends ActorComponent {
// ════════════════════════════════════════════════════════════════════════════════════════
// FUNCTIONS
// ════════════════════════════════════════════════════════════════════════════════════════
// ────────────────────────────────────────────────────────────────────────────────────────
// Surface Detection
// ────────────────────────────────────────────────────────────────────────────────────────
/**
* Classify surface type based on normal vector
* @param SurfaceNormal - Normalized surface normal vector
* @returns Surface type classification
* @example
* // Classify flat ground
* ClassifySurface(new Vector(0,0,1), thresholds) // returns E_SurfaceType.Walkable
* @pure true
* @category Surface Detection
*/
public ClassifySurface(SurfaceNormal: Vector): E_SurfaceType {
const SurfaceAngle = BFL_Vectors.GetSurfaceAngle(SurfaceNormal);
/**
* Check if angle is within walkable range
*/
const IsWalkableAngle = (walkableAngle: Float): boolean =>
SurfaceAngle <= walkableAngle;
/**
* Check if angle is within steep slope range
*/
const IsSteepSlopeAngle = (steepSlopeAngle: Float): boolean =>
SurfaceAngle <= steepSlopeAngle;
/**
* Check if angle is within wall range
*/
const IsWallAngle = (wallAngle: Float): boolean =>
SurfaceAngle <= wallAngle;
if (IsWalkableAngle(this.AngleThresholdsRads.Walkable)) {
return E_SurfaceType.Walkable;
} else if (IsSteepSlopeAngle(this.AngleThresholdsRads.SteepSlope)) {
return E_SurfaceType.SteepSlope;
} else if (IsWallAngle(this.AngleThresholdsRads.Wall)) {
return E_SurfaceType.Wall;
} else {
return E_SurfaceType.Ceiling;
}
}
/**
* Check if surface allows normal walking movement
* @param SurfaceType - Surface type to check
* @returns True if surface is walkable
* @pure true
* @category Surface Detection
*/
private IsSurfaceWalkable(SurfaceType: E_SurfaceType): boolean {
return SurfaceType === E_SurfaceType.Walkable;
}
/**
* Check if surface causes sliding behavior
* @param SurfaceType - Surface type to check
* @returns True if surface is steep slope
* @pure true
* @category Surface Detection
*/
private IsSurfaceSteep(SurfaceType: E_SurfaceType): boolean {
return SurfaceType === E_SurfaceType.SteepSlope;
}
/**
* Check if surface blocks movement (collision)
* @param SurfaceType - Surface type to check
* @returns True if surface is a wall
* @pure true
* @category Surface Detection
*/
private IsSurfaceWall(SurfaceType: E_SurfaceType): boolean {
return SurfaceType === E_SurfaceType.Wall;
}
/**
* Check if surface is overhead (ceiling)
* @param SurfaceType - Surface type to check
* @returns True if surface is ceiling
* @pure true
* @category Surface Detection
*/
private IsSurfaceCeiling(SurfaceType: E_SurfaceType): boolean {
return SurfaceType === E_SurfaceType.Ceiling;
}
/**
* Check if no surface detected (airborne state)
* @param SurfaceType - Surface type to check
* @returns True if no surface contact
* @pure true
* @category Surface Detection
*/
private IsSurfaceNone(SurfaceType: E_SurfaceType): boolean {
return SurfaceType === E_SurfaceType.None;
}
// ────────────────────────────────────────────────────────────────────────────────────────
// Movement Processing
// ────────────────────────────────────────────────────────────────────────────────────────
/**
* Process movement input from player controller
* Normalizes input and calculates target velocity
* @param InputVector - Raw input from WASD/gamepad stick
* @param DeltaTime - Time since last frame for frame-rate independence
* @category Movement Processing
*/
public ProcessMovementInput(InputVector: Vector, DeltaTime: Float): void {
if (this.IsInitialized) {
this.InputMagnitude = MathLibrary.VectorLength(InputVector);
this.TargetRotation = this.CalculateTargetRotation(InputVector);
this.UpdateCharacterRotation(DeltaTime);
this.LastGroundHit = this.CheckGround();
this.IsGrounded = this.LastGroundHit.BlockingHit;
// Only process movement on walkable surfaces
if (this.IsSurfaceWalkable(this.CurrentSurface) && this.IsGrounded) {
this.ProcessGroundMovement(InputVector, DeltaTime);
} else {
this.ApplyFriction(DeltaTime);
}
this.ApplyGravity();
this.UpdateMovementState();
this.UpdateCurrentSpeed();
this.ApplyMovementWithSweep(DeltaTime);
}
}
/**
* Process ground-based movement with acceleration and max speed limits
* @param InputVector - Normalized input direction
* @param DeltaTime - Frame delta time
* @category Movement Processing
*/
private ProcessGroundMovement(InputVector: Vector, DeltaTime: Float): void {
if (this.InputMagnitude > 0.01) {
const CalculateTargetVelocity = (inputVector: Vector): Vector =>
new Vector(
MathLibrary.Normal(inputVector).X * this.MaxSpeed,
MathLibrary.Normal(inputVector).Y * this.MaxSpeed,
MathLibrary.Normal(inputVector).Z * this.MaxSpeed
);
this.CurrentVelocity = MathLibrary.VInterpTo(
new Vector(this.CurrentVelocity.X, this.CurrentVelocity.Y, 0),
CalculateTargetVelocity(InputVector),
DeltaTime,
this.Acceleration
);
} else {
// Apply friction when no input
this.ApplyFriction(DeltaTime);
}
}
/**
* Apply friction to horizontal velocity
* @param DeltaTime - Frame delta time
* @category Movement Processing
*/
private ApplyFriction(DeltaTime: Float): void {
this.CurrentVelocity = MathLibrary.VInterpTo(
new Vector(this.CurrentVelocity.X, this.CurrentVelocity.Y, 0),
new Vector(0, 0, this.CurrentVelocity.Z),
DeltaTime,
this.Friction
);
}
/**
* Apply gravity to vertical velocity
* @category Movement Processing
*/
private ApplyGravity(): void {
if (!this.IsGrounded) {
const ApplyGravityForce = (velocityZ: Float): Float =>
velocityZ - this.Gravity;
// Apply gravity when airborne
this.CurrentVelocity = new Vector(
this.CurrentVelocity.X,
this.CurrentVelocity.Y,
ApplyGravityForce(this.CurrentVelocity.Z)
);
} else {
// Zero out vertical velocity when grounded
this.CurrentVelocity = new Vector(
this.CurrentVelocity.X,
this.CurrentVelocity.Y,
0
);
}
}
/**
* Update movement state based on current conditions
* @category Movement Processing
*/
private UpdateMovementState(): void {
if (!this.IsGrounded) {
this.MovementState = E_MovementState.Airborne;
} else if (this.InputMagnitude > 0.01) {
this.MovementState = E_MovementState.Walking;
} else {
this.MovementState = E_MovementState.Idle;
}
}
/**
* Update current speed for debug display
* @category Movement Processing
*/
private UpdateCurrentSpeed(): void {
// Calculate horizontal speed only (ignore vertical component)
this.CurrentSpeed = MathLibrary.VectorLength(
new Vector(this.CurrentVelocity.X, this.CurrentVelocity.Y, 0)
);
}
// ────────────────────────────────────────────────────────────────────────────────────────
// Movement Application
// ────────────────────────────────────────────────────────────────────────────────────────
/**
* Apply movement with deterministic sweep collision detection
* Replaces direct position update with collision-safe movement
* @param DeltaTime - Frame delta time
* @category Movement Application
* @pure false - modifies actor position
*/
private ApplyMovementWithSweep(DeltaTime: Float): void {
// Get current actor location
const currentLocation = this.GetOwner().GetActorLocation();
// Calculate desired movement delta
const desiredDelta = new Vector(
this.CurrentVelocity.X * DeltaTime,
this.CurrentVelocity.Y * DeltaTime,
this.CurrentVelocity.Z * DeltaTime
);
// Perform swept movement
const SweepResult = this.PerformDeterministicSweep(
currentLocation,
desiredDelta,
DeltaTime
);
// Apply final position
if (SweepResult.BlockingHit) {
// Hit something - use safe hit location
this.GetOwner().SetActorLocation(SweepResult.Location);
// Handle collision response (slide along surface)
const CalculateRemainingDelta = (sweepResultLocation: Vector): Vector =>
new Vector(
desiredDelta.X - (sweepResultLocation.X - currentLocation.X),
desiredDelta.Y - (sweepResultLocation.Y - currentLocation.Y),
desiredDelta.Z - (sweepResultLocation.Z - currentLocation.Z)
);
const SlideVector = this.HandleSweepCollision(
SweepResult,
CalculateRemainingDelta(SweepResult.Location)
);
// Apply slide movement if significant
if (MathLibrary.VectorLength(SlideVector) > 0.01) {
this.GetOwner().SetActorLocation(
new Vector(
SweepResult.Location.X + SlideVector.X,
SweepResult.Location.Y + SlideVector.Y,
SweepResult.Location.Z + SlideVector.Z
)
);
}
} else {
// No collision - use final sweep location
this.GetOwner().SetActorLocation(SweepResult.Location);
}
const ShouldSnapToGround = (
isGroundHit: boolean,
currentVelocityZ: Float,
isCapsuleValid: boolean
): boolean =>
this.IsGrounded && isGroundHit && currentVelocityZ <= 0 && isCapsuleValid;
if (
ShouldSnapToGround(
this.LastGroundHit.BlockingHit,
this.CurrentVelocity.Z,
SystemLibrary.IsValid(this.CapsuleComponent)
)
) {
const correctZ =
this.LastGroundHit.Location.Z +
this.CapsuleComponent!.GetScaledCapsuleHalfHeight();
const CalculateZDifference = (currentLocZ: Float): Float =>
currentLocZ - correctZ;
const zDifference = CalculateZDifference(currentLocation.Z);
const IsWithinSnapRange = (): boolean =>
zDifference > 0.1 && zDifference < this.GroundTraceDistance;
if (IsWithinSnapRange()) {
this.GetOwner().SetActorLocation(
new Vector(currentLocation.X, currentLocation.Y, correctZ)
);
}
}
}
// ────────────────────────────────────────────────────────────────────────────────────────
// Character Rotation
// ────────────────────────────────────────────────────────────────────────────────────────
/**
* Calculate target rotation based on movement direction
* Determines what rotation character should have based on movement
* @param MovementDirection - Camera-relative movement direction from Blueprint
* @returns Target rotation for character
* @pure true
* @category Character Rotation
*/
private CalculateTargetRotation(MovementDirection: Vector): Rotator {
const TargetYaw = (
movementDirectionX: Float,
movementDirectionY: Float
): Float =>
MathLibrary.RadiansToDegrees(
MathLibrary.Atan2(movementDirectionY, movementDirectionX)
);
if (MathLibrary.VectorLength(MovementDirection) < 0.01) {
// No movement, maintain current target rotation
return this.TargetRotation;
}
// Character should remain level (pitch = 0, roll = 0, only yaw changes)
return new Rotator(
0,
TargetYaw(MovementDirection.X, MovementDirection.Y),
0
);
}
/**
* Update character rotation towards target
* Uses instant rotation approach similar to Zelda: BotW
* @param DeltaTime - Time since last frame
* @category Character Rotation
*/
private UpdateCharacterRotation(DeltaTime: Float): void {
if (this.ShouldRotateToMovement) {
const ShouldRotate = (): boolean =>
this.CurrentSpeed >= this.MinSpeedForRotation;
if (ShouldRotate()) {
let yawDifference = this.CurrentRotation.yaw - this.TargetRotation.yaw;
if (yawDifference > 180) {
yawDifference = yawDifference - 360;
} else if (yawDifference < -180) {
yawDifference = yawDifference + 360;
}
const NewYaw = (
currentYaw: Float,
clampedRotationAmount: Float,
coef: Float
): Float => currentYaw + clampedRotationAmount * coef;
const ClampedRotationAmount = (deltaTime: Float): Float =>
MathLibrary.Min(
this.RotationSpeed * deltaTime,
MathLibrary.abs(yawDifference)
);
this.RotationDelta = MathLibrary.abs(yawDifference);
if (this.RotationDelta > 1) {
this.IsCharacterRotating = true;
this.CurrentRotation = new Rotator(
0,
NewYaw(
this.CurrentRotation.yaw,
ClampedRotationAmount(DeltaTime),
yawDifference > 0 ? -1 : 1
),
0
);
} else {
this.IsCharacterRotating = false;
this.CurrentRotation = this.TargetRotation;
}
} else {
this.IsCharacterRotating = false;
this.RotationDelta = 0.0;
}
}
}
// ────────────────────────────────────────────────────────────────────────────────────────
// Collision State
// ────────────────────────────────────────────────────────────────────────────────────────
/**
* Reset collision counter at start of frame
* Called before movement processing
* @category Collision State
* @pure false - modifies SweepCollisionCount
*/
private ResetCollisionCounter(): void {
this.SweepCollisionCount = 0;
}
// ────────────────────────────────────────────────────────────────────────────────────────
// Collision Detection
// ────────────────────────────────────────────────────────────────────────────────────────
/**
* Calculate adaptive step size based on velocity
* Fast movement = smaller steps, slow movement = larger steps
* @param Velocity - Current movement velocity
* @param DeltaTime - Frame delta time
* @returns Step size clamped between MinStepSize and MaxStepSize
* @category Collision Detection
* @pure true - pure calculation based on inputs
*/
private CalculateAdaptiveStepSize(Velocity: Vector, DeltaTime: Float): Float {
const CalculateFrameDistance = (
VelocityX: Float,
VelocityY: Float,
deltaTime: Float
): Float =>
MathLibrary.VectorLength(new Vector(VelocityX, VelocityY)) * deltaTime;
const frameDistance = CalculateFrameDistance(
Velocity.X,
Velocity.Y,
DeltaTime
);
const IsMovingTooSlow = (): boolean => frameDistance < this.MinStepSize;
if (IsMovingTooSlow()) {
return this.MaxStepSize;
} else {
const CalculateClampedStepSize = (): Float =>
MathLibrary.ClampFloat(
frameDistance * 0.5,
this.MinStepSize,
this.MaxStepSize
);
return CalculateClampedStepSize();
}
}
/**
* Perform deterministic sweep collision detection with stepped checks
* Prevents tunneling by breaking movement into smaller steps
* @param StartLocation - Starting position for sweep
* @param DesiredDelta - Desired movement vector
* @param DeltaTime - Frame delta time for adaptive stepping
* @returns HitResult with collision information (bBlockingHit, Location, Normal, etc.)
* @category Collision Detection
*/
private PerformDeterministicSweep(
StartLocation: Vector,
DesiredDelta: Vector,
DeltaTime: Float
): HitResult {
// Reset collision counter for this frame
this.ResetCollisionCounter();
// Calculate total distance to travel
const totalDistance = MathLibrary.VectorLength(DesiredDelta);
const ShouldPerformSweep = (isValid: boolean): boolean =>
isValid && totalDistance >= 0.01;
if (ShouldPerformSweep(SystemLibrary.IsValid(this.CapsuleComponent))) {
// Calculate adaptive step size based on velocity
const stepSize = this.CalculateAdaptiveStepSize(
this.CurrentVelocity,
DeltaTime
);
// Current position during sweep
let currentLocation = StartLocation;
let remainingDistance = totalDistance;
const CalculateNumSteps = (): Integer =>
MathLibrary.Min(
MathLibrary.Ceil(totalDistance / stepSize),
this.MaxCollisionChecks
);
// Perform stepped sweep
for (let i = 0; i < CalculateNumSteps(); i++) {
this.SweepCollisionCount++;
const CalculateStepSize = (): Float =>
MathLibrary.Min(stepSize, remainingDistance);
// Calculate step distance (last step might be shorter)
const currentStepSize = CalculateStepSize();
const CalculateStepTarget = (desiredDelta: Vector): Vector => {
const normalizedDelta = MathLibrary.Normal(desiredDelta);
return new Vector(
currentLocation.X + normalizedDelta.X * currentStepSize,
currentLocation.Y + normalizedDelta.Y * currentStepSize,
currentLocation.Z + normalizedDelta.Z * currentStepSize
);
};
// Calculate target position for this step
const targetLocation = CalculateStepTarget(DesiredDelta);
const { OutHit, ReturnValue } = SystemLibrary.CapsuleTraceByChannel(
currentLocation,
targetLocation,
this.CapsuleComponent!.GetScaledCapsuleRadius(),
this.CapsuleComponent!.GetScaledCapsuleHalfHeight(),
ETraceTypeQuery.Visibility,
false,
[],
EDrawDebugTrace.ForDuration
);
if (ReturnValue) {
return OutHit;
} else {
currentLocation = targetLocation;
remainingDistance = remainingDistance - currentStepSize;
if (remainingDistance <= 0.01) {
break;
}
}
}
const NoHit = new HitResult();
NoHit.Location = currentLocation;
return NoHit;
} else {
// If no movement, return empty hit
const NoHit = new HitResult();
NoHit.Location = StartLocation;
return NoHit;
}
}
// ────────────────────────────────────────────────────────────────────────────────────────
// Collision Response
// ────────────────────────────────────────────────────────────────────────────────────────
/**
* Handle collision response after sweep hit
* Calculates slide vector along collision surface
* @param HitResult - Collision information from sweep
* @param RemainingDelta - Remaining movement after collision
* @returns Adjusted movement vector sliding along surface
* @category Collision Response
* @pure true
*/
private HandleSweepCollision(
HitResult: HitResult,
RemainingDelta: Vector
): Vector {
if (HitResult.BlockingHit) {
const ProjectOntoSurface = (
hitNormal: Vector,
remainingDelta: Vector
): Vector => {
// Project remaining movement onto collision surface
const dotProduct = MathLibrary.Dot(hitNormal, remainingDelta);
return new Vector(
remainingDelta.X - dotProduct * hitNormal.X,
remainingDelta.Y - dotProduct * hitNormal.Y,
remainingDelta.Z - dotProduct * hitNormal.Z
);
};
return ProjectOntoSurface(HitResult.ImpactNormal, RemainingDelta);
} else {
// If no collision, return original delta
return RemainingDelta;
}
}
// ────────────────────────────────────────────────────────────────────────────────────────
// Ground Detection
// ────────────────────────────────────────────────────────────────────────────────────────
/**
* Check if character is standing on walkable ground
* @returns HitResult with ground information, or null if not grounded
* @category Ground Detection
*/
private CheckGround(): HitResult {
if (SystemLibrary.IsValid(this.CapsuleComponent)) {
const StartLocation = new Vector(
this.GetOwner().GetActorLocation().X,
this.GetOwner().GetActorLocation().Y,
this.GetOwner().GetActorLocation().Z -
this.CapsuleComponent.GetScaledCapsuleHalfHeight()
);
const EndLocation = new Vector(
StartLocation.X,
StartLocation.Y,
StartLocation.Z - this.GroundTraceDistance
);
const { OutHit: groundHit, ReturnValue } =
SystemLibrary.LineTraceByChannel(
StartLocation,
EndLocation,
ETraceTypeQuery.Visibility,
false,
[],
EDrawDebugTrace.ForDuration
);
if (ReturnValue) {
if (
this.ClassifySurface(groundHit.ImpactNormal) ===
E_SurfaceType.Walkable
) {
return groundHit;
} else {
return new HitResult();
}
} else {
return new HitResult();
}
} else {
return new HitResult();
}
}
// ────────────────────────────────────────────────────────────────────────────────────────
// System
// ────────────────────────────────────────────────────────────────────────────────────────
/**
* Initialize movement system with angle conversion
* Converts degree thresholds to radians for runtime performance
* @category System
*/
public InitializeMovementSystem(
CapsuleComponentRef: CapsuleComponent | null = null,
DebugHUDComponentRef: AC_DebugHUD | null = null
): void {
this.CapsuleComponent = CapsuleComponentRef;
this.DebugHUDComponent = DebugHUDComponentRef;
this.IsInitialized = true;
this.AngleThresholdsRads = {
Walkable: MathLibrary.DegreesToRadians(
this.AngleThresholdsDegrees.Walkable
),
SteepSlope: MathLibrary.DegreesToRadians(
this.AngleThresholdsDegrees.SteepSlope
),
Wall: MathLibrary.DegreesToRadians(this.AngleThresholdsDegrees.Wall),
};
if (SystemLibrary.IsValid(this.DebugHUDComponent)) {
this.DebugHUDComponent.AddDebugPage(
this.DebugPageID,
'Movement Info',
60
);
}
}
// ────────────────────────────────────────────────────────────────────────────────────────
// Debug
// ────────────────────────────────────────────────────────────────────────────────────────
/**
* Update debug HUD with current movement info
* @category Debug
*/
public UpdateDebugPage(): void {
if (SystemLibrary.IsValid(this.DebugHUDComponent)) {
if (
this.DebugHUDComponent.ShouldUpdatePage(
this.DebugPageID,
SystemLibrary.GetGameTimeInSeconds()
)
) {
this.DebugHUDComponent.UpdatePageContent(
this.DebugPageID,
// Constants
`Max Speed: ${this.MaxSpeed}\n` +
`Acceleration: ${this.Acceleration}\n` +
`Friction: ${this.Friction}\n` +
`Gravity: ${this.Gravity}\n` +
`Initialized: ${this.IsInitialized}\n` +
`\n` +
// Current State
`Current Velocity: ${StringLibrary.ConvVectorToString(this.CurrentVelocity)}\n` +
`Speed: ${this.CurrentSpeed}\n` +
`Is Grounded: ${this.IsGrounded}\n` +
`Surface Type: ${this.CurrentSurface}\n` +
`Movement State: ${this.MovementState}\n` +
`Input Magnitude: ${this.InputMagnitude}` +
`\n` +
// Rotation
`Current Yaw: ${this.CurrentRotation.yaw}\n` +
`Target Yaw: ${this.TargetRotation.yaw}\` +
`Rotation Delta: ${this.RotationDelta}\` +
`Is Rotating: ${this.IsCharacterRotating}\n` +
`Rotation Speed: ${this.RotationSpeed}\` +
`Min Speed: ${this.MinSpeedForRotation}` +
`\n` +
// Position
`Location: ${StringLibrary.ConvVectorToString(this.GetOwner().GetActorLocation())}` +
`\n` +
// Sweep Collision
`Collision Checks: ${this.SweepCollisionCount}/${this.MaxCollisionChecks}\n` +
`Ground Distance: ${this.GroundTraceDistance} cm`
);
}
}
}
// ────────────────────────────────────────────────────────────────────────────────────────
// Public Interface
// ────────────────────────────────────────────────────────────────────────────────────────
/**
* Get maximum horizontal movement speed
* @returns Maximum speed in UE units per second
* @category Public Interface
* @pure true
*/
public GetMaxSpeed(): Float {
return this.MaxSpeed;
}
/**
* Get current character velocity in world space
* @returns Current velocity vector (cm/s)
* @category Public Interface
* @pure true
*/
public GetCurrentVelocity(): Vector {
return this.CurrentVelocity;
}
/**
* Get current movement state
* @returns Current state (Idle/Walking/Airborne)
* @category Public Interface
* @pure true
*/
public GetMovementState(): E_MovementState {
return this.MovementState;
}
/**
* Get current horizontal movement speed
* @returns Speed magnitude in UE units per second (ignores Z component)
* @category Public Interface
* @pure true
*/
public GetCurrentSpeed(): Float {
return this.CurrentSpeed;
}
/**
* Get current character rotation
* @returns Current yaw rotation (pitch and roll are always 0)
* @category Public Interface
* @pure true
*/
public GetCurrentRotation(): Rotator {
return this.CurrentRotation;
}
/**
* Check if movement system has been initialized
* @returns True if InitializeMovementSystem() has been called
* @category Public Interface
* @pure true
*/
public GetIsInitialized(): boolean {
return this.IsInitialized;
}
// ════════════════════════════════════════════════════════════════════════════════════════
// VARIABLES
// ════════════════════════════════════════════════════════════════════════════════════════
// ────────────────────────────────────────────────────────────────────────────────────────
// Movement Config
// ────────────────────────────────────────────────────────────────────────────────────────
/**
* Maximum horizontal movement speed in UE units per second
* Character cannot exceed this speed through ground movement
* Used as target velocity cap in ProcessGroundMovement
* @default 600.0
* @category Movement Config
* @instanceEditable true
*/
private readonly MaxSpeed: Float = 800.0;
/**
* Speed of velocity interpolation towards target velocity
* Higher values = faster acceleration, more responsive feel
* Used with VInterpTo for smooth acceleration curves
* Value represents interpolation speed, not actual acceleration rate
* @default 10.0
* @category Movement Config
* @instanceEditable true
*/
private readonly Acceleration: Float = 10.0;
/**
* Speed of velocity interpolation towards zero when no input
* Higher values = faster stopping, less sliding
* Used with VInterpTo for smooth deceleration curves
* Should typically be <= Acceleration for natural feel
* @default 8.0
* @category Movement Config
* @instanceEditable true
*/
private readonly Friction: Float = 8.0;
/**
* Gravitational acceleration in UE units per second squared
* Applied to vertical velocity when character is airborne
* Standard Earth gravity ≈ 980 cm/s² in UE units
* Only affects Z-axis velocity, horizontal movement unaffected
* @default 980.0
* @category Movement Config
* @instanceEditable true
*/
private readonly Gravity: Float = 980.0;
/**
* Surface classification angle thresholds in degrees
* Walkable ≤50°, SteepSlope ≤85°, Wall ≤95°, Ceiling >95°
* @category Movement Config
* @instanceEditable true
*/
public readonly AngleThresholdsDegrees: S_AngleThresholds = {
Walkable: 50.0,
SteepSlope: 85.0,
Wall: 95.0,
};
// ────────────────────────────────────────────────────────────────────────────────────────
// Movement State
// ────────────────────────────────────────────────────────────────────────────────────────
/**
* Current character velocity in world space
* Updated every frame by movement calculations
* @category Movement State
*/
private CurrentVelocity: Vector = new Vector(0, 0, 0);
/**
* Ground contact state - true when character is on walkable surface
* Used for gravity application and movement restrictions
* @category Movement State
*/
private IsGrounded: boolean = true;
/**
* Type of surface currently under character
* Determines available movement options
* @category Movement State
*/
private CurrentSurface: E_SurfaceType = E_SurfaceType.Walkable;
/**
* Current movement state of character
* Used for animation and game logic decisions
* @category Movement State
*/
private MovementState: E_MovementState = E_MovementState.Idle;
/**
* Magnitude of current movement input (0-1)
* Used for determining if character should be moving
* @category Movement State
*/
private InputMagnitude: Float = 0.0;
/**
* Current movement speed (magnitude of horizontal velocity)
* Calculated from CurrentVelocity for debug display
* @category Movement State
*/
private CurrentSpeed: Float = 0.0;
// ────────────────────────────────────────────────────────────────────────────────────────
// Character Rotation Config
// ────────────────────────────────────────────────────────────────────────────────────────
/**
* Rotation speed in degrees per second
* Controls how fast character rotates towards movement direction
* @category Character Rotation Config
* @instanceEditable true
*/
private readonly RotationSpeed: Float = 720.0;
/**
* Should character rotate when moving
* Allows disabling rotation system if needed
* @category Character Rotation Config
* @instanceEditable true
*/
private readonly ShouldRotateToMovement: boolean = true;
/**
* Minimum movement speed to trigger rotation
* Prevents character from rotating during very slow movement
* @category Character Rotation Config
* @instanceEditable true
*/
private readonly MinSpeedForRotation: Float = 50.0;
// ────────────────────────────────────────────────────────────────────────────────────────
// Character Rotation State
// ────────────────────────────────────────────────────────────────────────────────────────
/**
* Current character rotation
* Used for smooth interpolation to target rotation
* @category Character Rotation State
*/
private CurrentRotation: Rotator = new Rotator(0, 0, 0);
/**
* Target character rotation
* Calculated based on movement direction and camera orientation
* @category Character Rotation State
*/
private TargetRotation: Rotator = new Rotator(0, 0, 0);
/**
* Whether character is currently rotating
* Used for animation and debug purposes
* @category Character Rotation State
*/
private IsCharacterRotating: boolean = false;
/**
* Angular difference between current and target rotation
* Used for determining rotation completion and debug display
* @category Character Rotation State
*/
private RotationDelta: Float = 0.0;
// ────────────────────────────────────────────────────────────────────────────────────────
// Collision Config
// ────────────────────────────────────────────────────────────────────────────────────────
/**
* Maximum step size for sweep collision detection
* @category Collision Config
* @instanceEditable true
*/
private readonly MaxStepSize: Float = 50.0;
/**
* Minimum step size for sweep collision detection
* @category Collision Config
* @instanceEditable true
*/
private readonly MinStepSize: Float = 1.0;
/**
* Maximum collision checks allowed per frame
* @category Collision Config
* @instanceEditable true
*/
private readonly MaxCollisionChecks: number = 25;
// ────────────────────────────────────────────────────────────────────────────────────────
// Collision State
// ────────────────────────────────────────────────────────────────────────────────────────
/**
* Current frame collision check counter
* @category Collision State
*/
private SweepCollisionCount: number = 0;
// ────────────────────────────────────────────────────────────────────────────────────────
// Ground Detection Config
// ────────────────────────────────────────────────────────────────────────────────────────
/**
* Distance to trace downward for ground detection
* Larger values detect ground earlier but may cause "magnet" effect
* @category Ground Detection Config
* @instanceEditable true
* @default 5.0
*/
private readonly GroundTraceDistance: Float = 5.0;
// ────────────────────────────────────────────────────────────────────────────────────────
// Ground Detection State
// ────────────────────────────────────────────────────────────────────────────────────────
/**
* Last ground hit result for ground snapping
* @category Ground Detection State
*/
private LastGroundHit: HitResult = new HitResult();
// ────────────────────────────────────────────────────────────────────────────────────────
// InternalCache
// ────────────────────────────────────────────────────────────────────────────────────────
/**
* Runtime cached angle thresholds in radians
* Converted from degrees during initialization for performance
* @category Internal Cache
*/
private AngleThresholdsRads: S_AngleThresholds = {
Walkable: 0.0,
SteepSlope: 0.0,
Wall: 0.0,
};
// ────────────────────────────────────────────────────────────────────────────────────────
// Debug
// ────────────────────────────────────────────────────────────────────────────────────────
/**
* Flag indicating if movement system has been initialized
* Ensures angle thresholds are converted before use
* @category Debug
*/
private IsInitialized = false;
/**
* Debug page identifier for organizing debug output
* Used by debug HUD to categorize information
* @category Debug
* @instanceEditable true
*/
private readonly DebugPageID: string = 'MovementInfo';
// ────────────────────────────────────────────────────────────────────────────────────────
// Components
// ────────────────────────────────────────────────────────────────────────────────────────
/**
* Reference to debug HUD component for displaying camera info
* Optional, used for debugging purposes
* @category Components
*/
private DebugHUDComponent: AC_DebugHUD | null = null;
/**
* Reference to character's capsule component for collision detection
* @category Components
*/
private CapsuleComponent: CapsuleComponent | null = null;
}